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%/&/'
CHARACTER LEVELS

(al)lin*
RACE

Thie)+,#*ue
CLASS (THEME)

-mall
SIZE Ability

%.2/
HEIGHT

0&
WEIGHT Sco !

2%
AGE Mo"
Al#o $"" %&' yo( l!)!l to "'* oll#

1
SEX

2
ALIGN DEITY

3#
VISION

40/15
INITIATIVE

'
SPEED

6#mm#n, 2iant
LANGUAGES

NOTE: Numbers separated by slashes indicate character levels. x/y/z are levels 1/2/3, hile x/y are 1/2 !" level b#nus$.

-T,EN2T( 6ON-T7T8T7ON 9E:TE,7T; 7NTE3372EN6E =7-9O1 6(>,7-1> >6

15 13 1< 15 1% 1&

45 41 4% 45 42 42

(? %1/%'/&1 @l##died 25/23/2& -ur*e Aalue 15/11/12 =hen y#u have c#mbat advanta*e a*ainst a
1 2 3 % & ' B

-NE>H >TT>6H

tar*et, y#u deal an extra 2d< dama*e t# it ith thie) eap#ns.

>TT>6H ?O=E,Melee Basic Attack (MBA) !-h#rts #rd$ -tandard >cti#n J Tar*et: One creature. 1elee =eap#n. >ttacC: 4'/0 vs >6. (it: 1d'4% dama*e. Ranged Basic Attack (RBA) !-lin*$ -tandard >cti#n J Tar*et: One creature. ,an*ed 15/25. >ttacC: 4'/0 vs >6. (it: 1d'4% dama*e. 33 Backstab Iree >cti#n: !T ice per enc#unter at level 3, but #nly #nce per r#und$ Tri**er: ;#u maCe a basic attacC a*ainst a enemy ithin & sKuares that is *rantin* c#mbat advanta*e t# y#u. E))ect: 43 p# er b#nus t# the attacC r#ll, and 41d' dama*e i) the attacC hits.

25/21
42 vs Opp#rtunity >ttacCs

IO,T7T89E 1&/1' ,EI3E: 25/21 =733 1&/1' -Cills !Class, Trained$


11 5 &D 2 2 B 1 2 5 2 2 2 B 5 0
A"" %&' yo( l!)!l to $ll #+ill oll#

Acrobatics !9ex$, >rcana !7nt$ Athletics !-tr$7 Bluff !6ha$ 9ipl#macy !6ha$ Dungeoneering !=is$ Endurance !6#n$ (eal !=is$ (ist#ry !7nt$ Insight !=is$ Intimidate !6ha$ Nature !=is$ Perception !=is$ ,eli*i#n !7nt$ Stealth !9ex$

8T737T; ?O=E,Sneak's Trick 1#ve >cti#n J 1#ve up t# y#ur speed +2. >t the end #) this m#ve, y#u can maCe a -tealth checC t# hide i) y#u have any c#ver #r c#ncealment. Tactical Trick 1#ve >cti#n J 1#ve up t# y#ur speedG y#u d#n.t pr#v#Ce #pp#rtunity attacCs hen leavin* sKuares adLacent t# y#ur allies. This turn, y#u *ain c#mbat advanta*e a*ainst enemies adLacent t# y#ur allies. Second Chance 7mmediate 7nterrupt J Tri**er: ;#u are hit by an attacC. E))ect: The attacCer must rer#ll the attacC. 32 Tumble 1#ve >cti#n J -hi)t up t# y#ur speed. !;#u must be trained in >cr#batics.$

EM87?1ENT
&'.& lbs !155 max$ =atersCin !% lbs$ Ilute !1 lbs$ 3eather >rm#r !1& lbs$ -lin* !+ lbs$ @acCpacC !2 lbs$ &5. -ilC r#pe !& lbs$ N#urney @read x3 !+ lbs$ 6limber.s Cit !11 lbsG 42 6limb$ 9a**er @##ts !2 lbsG 42 6limb, +2 -tealth$ & @elt p#uches !2.& lbs$ 2 -unr#ds !2 lbs$ %5 -lin* bullets !15 lbs$ Ilint and -teel !+ lbs$ Thieves. t##ls !1 lbG 42 Thievery t# #pen l#cCs and disable tracCs$

2/BE Streetwise !6ha$ 11F Thievery !9ex$7, * Trained at level 2 F 42 #pen l#cCs, disable trapsG +2 hile earin* da**er b##ts D 42 6limb )r#m climber.s CitG 42 6limb )r#m da**er b##ts

1>276 7TE1- >N9 OT(E, T,E>-8,E

& *#ld

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2>1E TE,1Actions J Each turn y#u *et three acti#ns, #ne each -tandard, 1#ve, and 1in#r. Each p# er tells y#u hich is needed t# activate it. Standard: 1#st attacCs, and any #ther acti#n that taCes up m#st #) y#ur turn. Move: 1#ve y#ur speed, shi)t #ne sKuare, #r #ther m#vement+based p# ers. Minor: 9ra #r st# a eap#n, *et s#methin* #ut #) a p#cCet, drinC a p#ti#n, etc. ;#u can ch##se t# d# n*rade any #) y#ur acti#ns !turnin* y#ur m#ve int# a min#r, )#r instance$, but can never up*rade them. Opportunity Attacks!Actions J O>s are *enerally pr#v#Ced by t # thin*s: m#vin* out of a sKuare adLacent t# an enemy, O, maCin* a ran*ed #r area attacC hile adLacent t# an enemy. ;#u can av#id pr#v#Cin* an O> by care)ully and sl# ly m#vin* a ay )r#m y#ur #pp#nent. This is called a /-hi)t/, and lets y#u m#ve 1 sKuare, but n#t thr#u*h di))icult terrain. The di))erence bet een attack and action in this case, is that an #pp#rtunity attacC is simply a 1elee @asic >ttacC !checC y#ur p# ers$ ith hatever eap#n y#u are currently ieldin*, hile o ortunit! actions are p# ers. Immediate Actions J -imilar t# O>s, 7mmediates tri**er in resp#nse t# #ther characters. acti#ns. There are t # types. Immediate Interrupts, as their name implies, interrupt the tri**erin* acti#n. Immediate Reactions, #n the #ther hand, d#n.t res#lve until the tri**erin* acti#n is c#mplete. Com"at Advantage J =hen y#u )ace attacCers #n b#th sides it is much harder t# de)end )r#m b#th #) them. This is called flanking and causes y#u t# *rant combat advantage" *ivin* the )lanCers a 42 attacC b#nus. Charge J =ith a sin*le standard acti#n y#u can m#ve up t# y#ur speed then maCe an 1@>, *ainin* a 41 b#nus t# the attacC r#ll. The dra bacCs are that )#r the next turn y#u *rant c#mbat advanta*e t# every enemy except the tar*et #) y#ur char*e, and a)ter char*in* y#ur turn immediately ends. Readied Actions J ,eadyin* an acti#n reKuires a standard acti#n, re*ardless #) the Cind #) acti#n y#u prepare. T# ready an acti#n y#u simply speci)y a tri**er and y#ur resp#nse. I#r instance, /7) an enemy steps thr#u*h that d##r, 7.ll attacC it ith Tide #) 7r#n./ Second Wind J Once per enc#unter, y#u can use a standard acti#n t# spend a healin* sur*e !re*ainin* a sur*e #rth #) (?$ and *ain a 42 p# er b#nus t# y#ur de)enses until the start #) y#ur next turn. Stealth J 7) y#u have -uperi#r 6#ver #r T#tal 6#ncealment )r#m an enemy, y#u can maCe a -tealth checC at the end #) any m#vement t# try and hide, ith a +& penalty i) y#u m#ve m#re than 2 sKuares, #r +15 i) y#u run. 7) y#ur t#tal is hi*her than the passive ?ercepti#n #) the enemy, then y#u are hidden )r#m it, causin* it t# *rant c#mbat advanta*e t# y#u.

,>6E >N9 63>-- IE>T8,ENimble ,eacti#n: 42 >6 vs #pp#rtunity attacCs. @#ld: 4& racial b#nus t# savin* thr# s versus Iear e))ects. Iirst -triCe: ;#u have 6#mbat >dvanta*e versus enemies that haven.t acted yet. -neaC >ttacC: =hen y#u hit an enemy that is *rantin* y#u c#mbat advanta*e ith a li*ht blade, hand cr#ssb# , sh#rtb# , #r slin*, y#u deal 2d' extra dama*e. Ieat J @acCstabber: -neaC >ttacC dice are d<s instead #) d's. >t 3evel 2: -Cill 1astery: 9urin* a sCill challen*e, henever y#u r#ll a 25 #n a sCill checC that #uld c#ntribute at least #ne success, that checC aut#matically succeeds and c#ntributes an additi#nal success. Thie) =eap#n Talent: 41 t# attacC r#lls ith li*ht blades, hand cr#ssb# s, sh#rtb# s, and slin*s. 6h##se a 2nd level utility p# er: Tumble Ieat J -lin* Expertise: 41 )eat b#nus t# attacC r#lls. ;#ur ran*ed attacCs d#n.t pr#v#Ce #pp#rtunity attacCs. >t 3evel 3: ;#u *ain #ne m#re use #) Backstab each enc#unter, but can still #nly use it #nce per r#und.

8N9E,-T>N97N2 ;O8, N81@E,Attack !-lin*$ O =eap#n ?r#)iciency !2$ 4 >ttribute !9exG %$ 4 " y#ur level !1G level 2$ 4 Ieat !1G level 2$ 4 6lass !1G level 2$ O '/0 Damage !-lin*$ O =eap#n 9ama*e !1d'$ 4 >ttribute !9exG %$ O 1d'4% Initiative O 9exterity !&$ 4 " y#ur level !1G level 2$ 4 Ieat !2$ O 0/15 Skills O >ss#ciated attribute 4 Ieats, items, class )eatures, race, etc. !>dd " y#ur level !1G level 2$ hen r#llin* since it is a d25 r#ll.$ AC O 15 4 >rm#r !leatherG 2$ 4 @etter #) 9ex/7nt !&$ 4 " y#ur level !1G level 2$ O 25/21 Fortitude O 15 4 @etter #) -tr/6#n !1$ 4 " y#ur level !1G level 2$ O 1%/1& Reflex O 15 4 6lass )eature !2$ 4 @etter #) 9ex/7nt !%$ 4 " y#ur level !1G level 2$ O 25/21 Will O 15 4 @etter #) =is/6ha !2$ 4 " y#ur level !1G level 2$ O 1&/1'
P 2513 66+@; IranC =ilc#x, Nr !)e ilc#x$ J 9Q9 %e is P 255< =izards #) the 6#ast

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